Friday, December 11, 2009

Essay

Essay Question: Understanding the pros and cons of children playing video games.

The Effects of Video Games on Children and Adolescence

Video games were first introduced to the world in 1958 (The First Video Game, 2008). Since their introduction they have quickly become one of the most pervasive, profitable, and influential forms of entertainment across the world (Squire, 2003). Children in particularly, have adopted these games as their preferred leisure and entertainment activity which has consequently heightened the belief that technology is now shaping the growing mind (Children and Video Games, 2002). In 2001, computer and console game software and hardware exceeded $6.35 billion in the United States, and worldwide reached $19 billion- both these figures are an astronomical amount. These figures may be attributed to the fact that technology is continually developing and thus offering new and exciting video games, replacing the older games (e.g. not only did you need the Nintendo 64 in 2001, you now need the Nintendo Wii in 2009). With so much money and obviously time being invested in these games, it becomes reasonable, if not necessary, to research and understand both the positive and negative benefits of using these games, particularly concerning children and adolescence.

In this essay, we will focus on the relevant literature centered around the different effects video game playing may have on children and adolescents. Theoretical interest on this subject has created a precedent for ever-growing research to be conducted globally, and thus research is readily available. Many researchers have outlined the negative short and long- term effects consequently derived from video game playing (such as social alienation/exclusion). Other researchers have outlined the beneficial effects of using video games (such as for educational purposes). Both these arguments will therefore be explored in deeper context and will be used to answer the controversial and debated question: Video games and children, for better or worse?

Given the encompassing influence of video games on society, many educators/scholars have taken an interest in what effects these games have on the players, and how some of the motivating aspects of video games might be harnessed to facilitate/enhance teaching (Squire, 2003). It has been suggested that the new advances in computer games can therefore be used to engage students and enhance their learning (Grimley, Green & Nilsen, 2006). It is widely known that video games are designed to elicit certain emotions from the player- power, aggression, joy, accomplishment, fear etc. These emotions are encouraged/influenced by video game designers by balancing certain game components, such as character traits, game rewards, obstacles, game narrative, competition with other humans, and opportunities for collaboration with other players (Squire, 2003). By understanding these clever dynamics behind the design of video games, instructional technologists (who design interactive digital learning environments) can find this as a useful guide (Squire, 2003). One example of how the use of video games in education may prove to be successful is shown in a study conducted by Bakar, Inal and Cagiltay (2006). In this study 49 prospective teachers were asked to play and then rate the educational quality/benefit of certain video games. It was found that participants believed video games had the potential to increase students motivation because they are enjoyable and a source of fun, they enhance students’ cognitive skills (such as problem solving, decision making and critical thinking), they improve students’ abilities in terms of using mouse and keyboard and lastly they are effective tools in encouraging and demonstrating teamwork (Bakar, Inal and Cagiltay, 2006). These results run parallel to researcher’s findings that video games, used for educational purposes, have been found to be beneficial for children and adolescences cognition. Researchers have proposed that spatial skills are the cognitive skills that are most likely to be enhanced by video game playing, as most games require spatial visualisation and spatial perception skills (Greenfield & Cocking, 1996). To prove this a study was conducted by Ofra and Pnina (2004) examining 150 kindergarten children, and it was found that children who engaged in adult-mediated computer activity improved the level of their cognitive performance on measures of abstract thinking, planning ability, vocabulary, and visual-motor coordination, as well as on measures of response style including reflectivity (Ofra & Pnina, 2004). Both the opinions of teachers and the actual performance of children have shown that when video games are used for educational purposes, the outcomes are beneficial.

More prominently however, research and studies concerning the negative effects of children playing video games have continued to circulate within society. These studies have been centered on the fear that video games can foster violence, aggression, negative imagery of women, or social isolation (Provenzo, 1991). As mentioned earlier, it has been stated that technology is shaping the growing mind- if young children/adolescence are continually engrossed in taking part in the act of killing violently, acting aggressively towards others and in some cases, being desensitised to racism, what values/morals are we allowing our young to inherit? It is this particular question that has controversially circulated in the media, in other words, do video games increase aggressive/violent behaviours in children and adolescence? It is hard to disagree, or think otherwise, when stories such as the Columbine shootings (high school massacre, committed by students of the school, occurring in 1999) linger in the back of our mind. The students who committed this atrocity were regular players of the violent video game Doom, and would play it most afternoons (Glick & Keene-Osborn, 1999). Jerald Block, a US psychiatrist, believes that the anger that was being projected into the games by the two students was unleashed into the real world (Columbine high school massacre, 2003). With such profound evidence, researchers have therefore taken it upon their responsibility, to study this eerie phenomenon. Several experimental studies suggest that playing a violent game, even for brief periods of time, can generate short-term transfer effects such as increased aggression in children's free play, increased aggressive/hostile responses on ambiguous, open-ended questions, and increased aggressive ideation (Kirch, 1998). For example, Kirsh reported that 3rd and 4th grade children (7 and 8 year olds) who played the violent video game Mortal Kombat 2, responded more violently to open ended questions than did children who played a nonviolent basketball game (Subrahmanyam, Greenfield, Kraut & Gross, 2001).

Other researchers has centered on the idea that video games increase social exclusion/isolation and decreases positive social development. This has been researched on a number of occasions. It has been found that children and teens who play excessively often do so at the expense of homework, and playing solo can isolate children from their peers, potentially causing problems for them later in life (Storch, 2006).

"Social interactions teach you how to deal with other people as well as what's appropriate and what's not. You learn how to handle situations. Social interaction is also one way of coping with stress and receiving emotional support”. (Eric Storch 2006, pp. 226-228)

Although only two problems associated with video games have been discussed (increased violent/aggressive behaviours and decreased socia lisolation/development), a wide range of other problems have been outlined, such as: obsessive, addictive behaviours, desensitizing of feelings, personality changes, hyperactivity, learning disorders, premature maturing of children, psychomotor disorders, health problems due to lack of exercise and loss of free thinking and will (Setzer & Duckett, 2008). These problems need to be considered individually
when answering the question- do video games negatively affect children/adolescence?

Enormous amount of research has been conducted in order to prove that video games have both negative and positive effects on children/adolescence. Only a small amount of research has been discussed in this essay. Although video games have been found to have an educational benefit and enhance learning environments, the negatives far outweigh the positives. When all the negatives are put together, a hard-to-debate argument is created. As a society we need to encourage even further research into this topic so we can help guide the future of our young children/adolescence. Perhaps if video games are only used for educational purposes or if stricter classification regulation is introduced, the negative effects of video games on children/adolescence can begin to decrease.



REFERENCE LIST

Children and Video Games. (2002). The Kaiser family foundation. Retrieved December 9, 2009, from http://www.kff.org/entmedia/3271-index.cfm

Columbine high school massacre. (2003). Bookrags. Retrieved December 9, 2009, from
http://www.bookrags.com/wiki/Columbine_High_School_massacre

Glick, D. & Keene-Osborn, S. (1999). Anatomy of a massacre (Columbine High School shootings). Newsweek 133(1), 24–30. Retrieved from Academic Research Library Database.

Greenfield, P. & Cocking, R. (1996). Interacting with video: Advances in applied developmental psychology. Norwood, New Jersey: Ablex Publishing Corporation.

Grimley, M., Green, R. & Nilsen, T. (2006) Computer games in education. ULearn Journal, 24(1), 24-30. Retrieved from Academic Research Library Database.

Kirsh, S, J. (1998). Seeing the world through Mortal Kombat-colored glasses: violent video games and the development of a short-term hostile attribution bias. Childhood: A Global Journal of Child Research 5(1), 177–184.

Ofra, N. & Pnina, S. (2004) Computers for cognitive development in early childhood. Information Technology in Childhood Education Annual, 21(2), 223-230. Retrieved from Academic Research Library Database.

Provenzo, F. (1991). Video kids: Making sense of Nintendo. Cambridge, MA: Harvard.

Storch, E. (2006) Video games fun but pose social, health risks. Medical News Today 31(2), 226-228. Retrieved from Academic Research Library Database.

Squire, K. (2003) Video games in education. International Journal of Intelligent Stimulations. Retrieved from Academic Research Library Database.

The First Video Game. (2008). Brookhaven history. Retrieved December 10, 2009, from
http://www.bnl.gov/bnlweb/history/higinbotham.asp

Use of Commercial Games for Educational Purposes: Will Today’s Teacher Candidates Use them in the Future? (2006) Department of Computer Education and Instructional Technology. Retrieved December 10, 2009, from, http://www.mackenty.org/images/uploads/Prospective_teachers.pdf

Thursday, December 3, 2009

Tutorial Ten Task

Media Tetrad

1. Old medium of communication: Television

Enhances:
Not just sound technology like Radio, also introduced visual technology. Television was more descriptive (less imagination was needed)

Retrieves:
Television is similar to radio (in retrieving information) as it is a form of entertainment e.g. – it entertains audiences with soap operas, dramas and news, similar to radio.

Reverses:
When pushed to the extreme, television becomes reality television. Television then starts to become a mirror of society instead of a means of entertainment (when pushed to the extreme, shows on television could become “just like” reality e.g. - shows which showed surveillance camera footage).

Obsolesces:
It does not make radio obsolete; however it makes other domains of radio obsolete (“video killed the radio star”).

2. New medium of communication: The Iphone

Enhances:
It enhances the older phones by combining different technologies into one (e.g.-computer and phone). The phone is not just a means of communication; it is a form of entertainment.

Retrieves:
It is still used for communication (such as calling and texting others) however, other content (being retrieved from technologies such as computers) has also been added, such as email, GPS, access to social networking sites and internet surfing.

Reverses:
When pushed to the extreme, Iphones can become a form of control of everyday devices and technologies (e.g.-controlling home appliances from your Iphone or controlling military machines). It becomes a basic devise of control, like a remote.

Obsolesces:
The Iphone can make the computer and older phones obsolete. It does this by allowing access of both technologies, in one devise- therefore cutting down time spent on these older technologies.

Lecture Ten Summary

Summary of lecture: The invisible environment and media and society.

*Media ecology-looks at media in the way you may look at the environment (biotic things- plants, humans and abiotics- rocks, nonliving things) Looking at how the media impacts and affects society.
*Internet is very involving (concerning hot and cold media)
*Laws of the media, 4 different laws
*The medium is the message-how media affect us, how we understand information and how we organise our daily lives.
*Tetrad of media- the new medium extends the last medium, it makes other technologies (such as television) obsolete, it retrieves information from older mediums and it reverses or flips when pushed to extremes.
*Neil Postman- founder of the medium ecology foundation. Understanding how media shapes our everyday life. Technology when used socially becomes a medium.
*Lance Strate- head of media ecology association. “Media ecology is the study of media environments”.
* Marshall McLuhan- no environment is perceptible. The fish in a bowl- the water is the fish’s environment. If food colouring is put in the water- the fish sees its environment is a new way. If you change the medium it can have significant effects on the environment
*Ash questions about the invisible environment (the media environment) so the invisible environment BECOMES visible!
* Relating this lecture to previous lectures:
Session 1- what is the invisible environment
Session 2- appreciating how environment has come to be as it is
Session 3- a shift in history about some ideas about social media
Session 4-introducing creative commons (in order to shape relationship/environment between social media and the law)
Session 5- Philosophy-the nature of reality (the biggest invisible environment of ALL)
Session 6- Video games, an example of a particular medium
Session 7 and 8- Politics (is a big part of our environment- especially in new media technologies)
Session 9- Artwork, idea of the internet as a medium but a medium of creativity- unique to the internet.
* The three ecologies: environment, social and mental (not part of media ecology but remarkably close to media ecology)
*The internet is a network (no leader of the internet)
* Barry Wellman- change in place-to-place connectivity to person-to-person connectivity (we are all networked individuals)
*The experience of everyday life is not based on one medium, but MANY- multiplexity
*If our environments are invisible we need to constantly draw attention to them!

Wednesday, December 2, 2009

Lecture Nine Summary

Summary of Lecture: Creative uses of internet technologies

Some cool websites:

*Google maps- (disaster map): connection to other servers to depict emergency/disaster zones in the world.
*Speed test-speed of broadband from one location to another. Great visual way showing how the internet interconnected
* Personas- characterizing names by going through the internet and matching words with names
*These websites were not possible a few years ago- the internet has come very far
*These websites represent two things:
*PortableApps.com- software on your memory stick: See below
*Open office- free version of Microsoft office
*Eraser portable- erases your hard drive- both free and paid programs to do this
*Key logger- records every single key stroke that is that. Save it to a text file and read it. Employers use this frequently.
*Freewaregenius-looking for these creative sites, free software
*Google wave- the next generation of email. Combination of email and a chat window. It is a real time application. You do do documents together, manipulate photo’s together etc.
* Net art- making artwork with the browser being a canvas.

Tuesday, December 1, 2009

Tutorial Task Eight

Viewing the digital poet Jason Nelson's SecretTechnology.com:

1. This is how you will die slot machine:
I thought this was very interesting piece of artwork/imagery. It told me that I would die in 72 hours and was followed by an amusing storyline. This piece made me think outside the box which I found very interesting! Jason used visual technology to depict his poetry. This piece got me thinking- life is exactly like a slot machine, we never know what we are going to get, especially how we are going to die. I think he played on this (rather ironically) by dipicting the concept of death as a slot machine- different and unpredictable for everyone. This may not be HIS underlying message for this piece, but this was my personal experience.

2. Game, game game and again game:
I really liked this game. The aim was to move your spider-like icon to the door. There are blocks and other things that try to stop this from happening and the aim was to move/jump your icon to avoid these. Trying to avoid these, while reading the random quotes/saying that would pop up (including a home made video), make this game distracting, messy and very abstract. This definitely isn't the "traditional" type of poetry. He used visual, sound and "video game style" techniques to create this piece. Jason said the message was to do with belief systems. As I'm a very logical type of person, I found it difficult to understand this message, yet I found it very entertaining.

3.Between treacherous objects
I found this piece difficult to interpret. It was abstract art combined with abstract poetry. I found this piece very alienating and unreadable (as I mentioned before though, I’m a very logical person!). It had a collage effect- going from 2D to multidimensional. This transition is actually controlled by the mousse, so you are the one in control. Because the screen was constantly moving, I actually found it difficult to read the scattered words

Lecture Eight Summary

Summary of lecture: Internet censorship and file sharing

Internet Filtering
*Censorship and internet filtering are closely related
* Internet filtering allows the government to filter websites (what you can view and what you can’t). This is a proposal, but has not been passed.
*Spread the word in order to get people talking

File Sharing
*The content industry (friends of traditional copyright- the “copyright mafia”), the content publisher acts on behalf of the creator; creative commons industry (protects your labours, but still makes it available to people by cutting out the middle man-the content publisher).
*One big controversy includes music and movie download piracy- e.g. - stopping Napster
*Piracy will never stop; consequences need to be tough, tedious and strict.
*” Intellectual property is the oil of the 21st century”
*The network (the internet) was built with nobody in charge, everyone is partly in charge of their own work

Monday, November 30, 2009

Tutorial Seven Task

How many of the following can you achieve while sticking to your political beliefs?

1. Sign an e-petition:

I signed an e-petition to stop the proposed construction of high voltage overhead power lines by Powerlink from Ridgewood to Eerwah Vale. Below is the website link:

http://www.saveeumundi.org/2009/08/sign-the-e-petition-now/

2. What is Barak Obama up to today?

President Barack Obama addressed the nation today on his plans for Afghanistan in a speech at the United States Military Academy at West Point. He divulged details of his new Afghanistan strategy that will order an expected 30,000 to 35,000 additional soldiers and Marines to war, the largest single U.S. deployment since the 2003 invasion of Iraq.

http://www.barackobama.com/index.php?splash=false

3. Find out who your local, state and federal representatives are:

Federal representative: Margaret May
State representative: Raymond Stevens
Local representative: Christine Smith

http://www.ourcommunity.com.au/advocacy/advocacy_article.jsp?articleId=2386#QLD


4. Look up the Queensland or Australian Hansard to find the last time your local member spoke in parliament.

Christine Smith last spoke in parliament on the 22nd April 2009.
Below is a quote from her speech:

"Am pleading with the Minister for Health—to review the
funding of Mirikai residential beds and I need members to assist me in supporting this"

http://parlinfo.parliament.qld.gov.au/isysquery/a549808b-14a2-4711-a039-e90c1bd7f590/1/doc/Christine%20Smith%20spk%20Burleigh%202009_04_22_88.pdf#xml=http://parlinfo.parliament.qld.gov.au/isysquery/a549808b-14a2-4711-a039-e90c1bd7f590/1/hilite/


5. Read the lecture and the readings, pursue a couple of the topics that you find most interesting and then post your blog with your well-considered thoughts about the theory and practice of politics.

When reading over the lecture for today I start to see the interaction between politics and the internet. Before this lecture, I was actually very unaware of the certain things, related to politics, that were being shown/promoted through the internet. One example that I found very interesting was how, particularly in America, the internet (such as Youtube) was used for political campaigning. The Obama campaign example was very entertaining and I think, as it was proved, very successful. This politics/internet relationship just proves how technology is continually advancing in our society, and will continue to.

Other Questions:

1. What do you think of the Australian Government's plans to censor the internet (the so-called "Clean Feed")???

“Clean Feed” is a content blocking system which has been discussed in Australian parliament. The aim of the system is to block certain websites or content that has not been approved (by the government). I really DISAGREE with this new system. I think this goes against our privacy rights and will make the internet less appealing. I think the internet is great and so widely used because of the freedom associated with it. I don't think that allowing the government to filter and control this freedom will be fair or just (especially in a democratic society). Consequently I believe it clashes with our democratic rights and should NOT be passed by parliament.

2. What place does censorship have in a Democracy?

I think censorship is important in certain domains of society- for example the film making industry. I think it is necessary and is used as a form of protection against certain content. I do think the government has a responsibility towards society to censor these types of industries because, for example, films are freely available to everyone and are inexpensive. I know I contradict myself (as the internet is also freely available to everyone and FREE) however, censoring the internet will be an expensive process, possibly inaccurate and limiting towards society’s freedom (by decreasing our privacy and freedom rights).

In summary, I believe the Government has a responsibility to censor certain domains in a democratic society; however I believe the internet is not one of those domains.

Lecture Seven Summary

Summary of Lecture: Political possibilities and the internet
* Defining democracy: The way a citizen interacts with the collective. Decisions made in parliament affect day to day life.
* Two ways new communication technologies and politics interact:
1. Cyber politics and democracy (related to the digital divide)
2. Digital divide
*Political hierarchy in websites/online sites and games (such as second life)
*Political campaigns use the internet to spread their message (e.g.- Obama and Kevin Rudd campaign)
* Understanding the difference between a scientific opinion poll (represents a level of participation) and a voluntary poll in a political vote.
* Twitter and new technologies have introduced a degree of transparency in the party room (attracting an audience who are interested in party decisions and results).
* What is the citizen of a new media politics- the “future citizen”? The skills of getting in and finding information and getting your message across are the skills of a hacker (computer expert). The hacker produces the result they want to produce. To do this they use persistence, a willingness to engage the machine, a capability to utilise skills in order to produce a result (to be an active citizen).
* The internet allows us to have one on one conversations (however take on a degree of permanency).
*Cyberpunk- form of science fiction emerged in the 1980’s. As an alternative to space opera (foundation trilogy, star wars etc). Outlines a world where computers communicate with other computers- set in the future. Themes include: technology and methology, utopia and dystopia, cities as machines, technological change and the shift from moderism to postmodernism.

Sunday, November 29, 2009

Tutorial Task Six- Assignment Research

Research Question

Understanding the pros (educational purposes) and cons (social development consequences of violent video games) of children using video games.

1. Video games in education

http://74.125.155.132/scholar?q=cache:_nAv6JzRCCAJ:scholar.google.com/+social+consequences+of+video+games+and+online+games&hl=en&as_sdt=2000

This article examines the history of games in educational research, and argues that the cognitive potential of games have been largely ignored by educators (making it a educational benefit). Contemporary developments in gaming, particularly interactive stories, digital authoring tools, and collaborative worlds, suggest powerful new opportunities for educational media.

2. Playing violent video games

http://www.sciencedirect.com/science?_ob=ArticleURL&_udi=B6WH0-4B9D74R-1&_user=79777&_rdoc=1&_fmt=&_orig=search&_sort=d&_docanchor=&view=c&_searchStrId=1114721767&_rerunOrigin=scholar.google&_acct=C000006418&_version=1&_urlVersion=0&_userid=79777&md5=97f0e1775b42fe2246c1eec08df01a6a

This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour.

3. Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Pro social Behavior: A Meta-Analytic Review of the Scientific Literature.

http://www.jstor.org/pss/40063648

This article examines (through meta-analysis) the idea that violent video games increase aggressive behaviour in children. By looking at studies that have researched this topic the article concludes that violent video games does in face increase aggressive behaviour and decrease pro social behaviours.


4. The effects of violent video games on aggression

http://www.psych.ubc.ca/~jeremy/Sherry.pdf

Looking at a variety of empirical research, this article looks at research concerning the consequences of violent video games in children. Results suggest that there is a smaller effect of violence in video games on aggression, than first thought (TV is more responsible for aggression in children).


5. Video games and education

http://delivery.acm.org/10.1145/960000/950583/p10-de_aguilera.pdf?key1=950583&key2=0883659521&coll=GUIDE&dl=GUIDE&CFID=65670857&CFTOKEN=63016835

But the reaction of many authorities and the majority of educators have been to discredit video games by assuming their negative effects. After more than two decades of research, however, many studies have been published that have gradually led to a more complex, nuanced, and useful understanding of video games. This article focuses on one of the most interesting alternative perspectives that of their educational potential as teaching and learning tools.

6. Failure to connect: How computers affect our children’s mind, for better or worse

http://www.jstor.org/stable/20439670

This article examines how computers affect children both cognitively and socially and compares the two. It looks into how video games can be beneficially for educational purposes but detrimental in social development purposes.

Lecture Six Summary

Summary of Lecture: Video game studies including arcade games, consol games, hand help consol’s (such as the iphone), computer games, text based games and multiple user online games.
* Video games, like the internet, are related to military use (such as simulators for military training).
* Late 90’s early 00’s when video games became popular and studies “begun” (such as the lasting effect of video games, persistent effect, new form of cultural practice, new form of social media etc.)
*Narratologists- study the narrative of video games (what stories video games tell us) Janet Murray.
* Ludology- Study of games (the game aspects, the play aspects- what attracts us to video games)
* A new form emerging in platform studies- each platform came from a specific time (so therefore cultural impacts). Historically some approach may be lost and platform studies have a lot to teach “up and coming” video game technicians.
*Video games can be seen as a media of communication and expression
* Study of particular designers who become popular and have a “rock star” following.
* Virtual philosophy connected to video games- how are games real and how are games virtual?

Thursday, November 26, 2009

Tutorial Task Five: MSN, FACEBOOK (and other social networking websites) VS VIRTUAL REALITY

What is different about the kinds of socialising that happens in these spaces?

On social networking websites a user uploads video’s and pictures of themselves and communicates with others via status updates and wall posts. If you know the user (which I ALWAYS do if they are a facebook friend), you can be certain that the photos/video’s/communications of/with that friend, may portray a sliver of “real reality” (“real reality” being the experiences and events occurring in everyday life). Consequently, socialising on these social networking sites runs parallel to “real reality” because one, you know the people you are communicating with and two, you portray real photos/video’s/communications of yourself (it may not be a correct depiction, but because you know who you are communicating with, certain aspects are correct). Because this is the case, social skills are still required to communicate with friends- this being a major difference between social networking websites and virtual reality sites.

Virtual reality takes users one step closer to “made-up reality” (“made-up reality” being the experiences and events you wish/fantasise to occur). In virtual reality, such as Second Life, you create a character by choosing a certain appearance (such as physical features and clothes) and you use this character to communicate with other characters. Virtual reality does not allow you to control the type of people that enter “your” world, this being a big difference compared to social networking websites. The majority of the time you are communicating with people you don’t personally know, so certain social skills are not required when socialising. In a sense you can be/act/say/look how you want, in other words, you are making your own reality. This is not possible on social networking websites (unless you are friends with people you don’t personally know). I personally found it difficult to communicate, let alone socialise, on these virtual reality sites because there was no common ground and it was hard to be personal with other characters/users that you don’t personally know (and quite frankly, who are talking about random things!)

In summary, I personally believe that social networking websites facilitates users to communicate/socialise in a more realistic (and trustworthy) manner, compared to that of virtual reality.

Lecture Five Summary

Summary of Lecture: Understanding virtual philosophy. How we think about reality, in particular, virtual reality.

The theory of virtual reality:
* “What is reality”- the Matrix touches upon this (virtual reality)
* Plato’s main idea (allegory): prisoners (people in everyday life) are looking at the cave, the fire of life is behind the cave (the essences of life), this casts a shadow that we can see-this shadow is reality.
* Guy Debord- Part of a movement that says, we now live in a life that is a spectacle (we want to be entertained, we don’t want to live in reality).
* Umberto Eco- Hyper reality, the reality that we live in is NOT real, it is hyper real.
*Jean Baudrillard- A way we can think about an idea that says that computers are a way of reality (for example, cyberspace)
*William Gibson- Cyberspace
* Gilles Deleuze and Felix Guattari- Bringing everything together, concerning the above examples. Everyday life- a flow, a series of moments. Actual reality-our experiences of the world that moves through the passage of time. Every single moment in time there are different paths (the virtual reality). This theory draws from early quantum theory. This theory would say that the internet is not virtual reality, because it is part of our everyday life.

Documentary-Online virtual worlds
*Second life- life beyond reality
* Virtual worlds are worlds on the internet that aid us to make new friends, do new things etc. There is always someone there is second life.
* Personalising the character makes users bond with their character
* At any one time, 20 000 people are logged onto this “reality”
* The third parties are developing the content
* People pay real money for different things in this virtual reality- sex, dresses etc.
* Business opportunities in these worlds e.g.- sport (tennis opens)
* Prototype of a whole new way of behaving
* Sale of virtual land- intellectual privacy rights. Ailin Greaf is a virtual property developer.

Wednesday, November 25, 2009

My Family Video

Lecture Four Summary

Summary of Lecture: Community, collaboration and choice. Understanding the themes of free culture and free society

*Understanding copyright: Legal protection of our work. Protects creativity against unauthorised use.


*CreativeCommon.org- non-profit organisation that is dedicated to promoting reasonable copyright (makes licenses and tools) free service that outlines the prerequisites for your own copy right (lets other people know exactly what they can use of your work) e.g.- non-commercial, no derivates and share alike.


* Where did the philosophy of the creative commons come from? The free software movement!


* Free/Libre, Open Source Software (FLOSS)


* Sharing open source code is like sharing recipes with your friends (in the computer community, people shared software- the bazaar style!) using proprietary software is like signing an agreement that says you can’t tell your friends how to make nice food!


* Bill Gates went against this in the 70’s and decided to sell his software.


* Richard Stallman started the free software foundation in 1981 (turning copyright with full rights reserved, into relaxing copyright from software). Free open source software is the “gears” of the internet. In 1988 the word free, was changed to open- becoming more attractive to business people (emphasis on open NOT free).


* Free software principles: 0, 1, 2 and 3.


*GNU public license- to enforce the four freedoms of free software (legally binding licence)


* Proprietary (windows, apple) verse Open Software (Firefox, open office)


* Proprietary- closed source (source code is confidential) as staff are paid to develop software.


* Free Software-open source, source code freely available, anyone can see it, use it etc, developed by teams (has a community feel)


* GNU/Linux- an operating system (just like windows etc) and can be used instead of proprietary software.


Community: People who want to share and do good/better things

Collaboration: Working together (not going against copyright)

Choice: Choosing between free software and propriety software- don’t be fooled!!

Tuesday, November 24, 2009

Tutorial Three- Questions!

1. What did Alan Turing wear while riding his bike around Bletchley Park?
Alan Turing use to wear a gas mask while riding his bicycle around Bletchley Park to prevent hay-fever symptoms.
The search engine I used was AltaVista. The website I got the answer from was:
http://www.valeriapatera.it/patera_final.pdf

2. On what date did two computers first communicate with each other? Where were they?
The first computers talked to each other in 1969 through a network called ARPANET. The computers were located in California and Utah.
The search engine I used was AltaVista. The website I got the answer from was:
http://newsfeedresearcher.com/data/articles_t45/internet-computers-first.html

3. What is Bill Gates’ birthday and what age was he when he sold his first software?
Bill Gates was born on the 28th of October, 1955. So if Bill Gates first sold his software in 1975, which would make him 20 years old.
The search engine I used was AltaVista. The website I got the answer from was:
http://www.dailymail.co.uk/sciencetech/article-1029934/Life-times-Bill-Gates-Microsoft.html

4. Where was the World Wide Web invented?
Tim Berners-Lee, a scientist at CERN, invented the World Wide Web (WWW) in 1989. The search engine I used was AltaVista.
The search engine I used was AltaVista. The website I got the answer from was:
http://public.web.cern.ch/public/en/About/Web-en.html

5. How does the power of the computer you are working on now, compare with the power of a personal computer 30 years ago?
A computer in 1979 had an 8088 8-bit processor. A computer in 2009 has a 2.60GHz, 800FSB, 2MB processor.
The search engine I used was AltaVista. The website I got the answer from was:
http://www.ibm.com/developerworks/library/pa-microhist.html

6.What is the weight of the largest parsnip ever grown?
A PARSNIP weighing 2.3 kilograms and measuring about 35 centimetres long was picked from the garden of Port Lincoln man Ken Holden.
The search engine i used to find this answer was alta vista, the website used was, http://www.portlincolntimes.com.au/news/local/news/general/holden-growing-more-giant-vegetables/1570577.aspx?src=rss

7.When did Queensland become a state and why is the Tweed River in New South Wales?

Queen Victoria gave her approval and signed Letters Patent on June 6 1859 to establish the new colony of Queensland. The two sates of QLD and NSW were seperated in 1859, there were many reasons for why the boarders between states are where they are and these reasons can be found on the Queensland Government Mapping and Surveying website. I found this information on altavista, which led me to the website http://www.derm.qld.gov.au/mapping/index.html


8.What was the weather like in south-east Queensland on 17 November 1954?
It was raining at this time as it was when QLD had severe floods. To find this information i searched altavista for qld weather and found the bureau of meteorology website, http://www.bom.gov.au/hydro/flood/qld/fld_history/floodsum_1950.shtml


9.Why is is Lord Byron still remembered in Venice?
He wrote Don Juan and many other famous pieces, i found this on the bbc history website, http://www.bbc.co.uk/history/historic_figures/byron_lord.shtml which i found by searching Lord Byron on Altavista


10.What band did Sirhan Chapman play in and what is his real name?

The Black Assassins is the bands name which i found by searching "Sirhan Chapman" which led me to the website
http://web.revolutionrock.com.au/oral-hist/index.php?id=36.


I then searched the links on this page which led me to their myspace page, it stated Sirhan Chapman - does Keyboards & Vocals. I couldnt find his real name but i did find an article by searching "Sirhan Chapmans real name" which said, "Keyboards and lead vocals are by Sirhan Chapman, Bass and vocals by Putty Nose Sarjeant, Lee Harvey Hinkley is on drums and Mohammed El Jackal on guitar and vocals.Needless to say those are their stage names. "We'll rip your mothers heart out", they said, warning me not to print their real names". http://www.blackassassins.net/CourierMailReview.html


PART 2: ANSWER THE FOLLOWING QUESTIONS

1. How do search engines rank the stuff they find on the internet?

There are many different search engine types. Below describes two generic ways search engines work:

Crawler-Based Search Engines
Crawler-based search engines, such as Google, create their listings automatically. They "crawl" or "spider" the web, then people search through what they have found.
If you change your web pages, crawler-based search engines eventually find these changes, and that can affect how you are listed. Page titles, body copy and other elements all play a role.

Human-Powered Directories
A human-powered directory, such as the Open Directory, depends on humans for its listings. You submit a short description to the directory for your entire site, or editors write one for sites they review. A search looks for matches only in the descriptions submitted.

http://searchenginewatch.com/2168031

2. Who, or what, makes one page (that you might get in your search results) more useful than another one, so that it is put at the top of your search results?

One of the main rules in a ranking algorithm involves the location and frequency of keywords on a web page. Sometimes it is called the location/frequency method, for short.

Just say you search for “travel” in a search engine, pages with the search terms appearing in the HTML title tag are often assumed to be more relevant than others to the topic. Search engines will also check to see if the search keywords appear near the top of a web page, such as in the headline or in the first few paragraphs of text. They assume that any page relevant to the topic will mention those words right from the beginning.

Frequency is the other major factor in how search engines determine relevancy. A search engine will analyze how often keywords appear in relation to other words in a web page. Those with a higher frequency are often deemed more relevant than other web pages.

http://searchenginewatch.com/2167961

3. What are some of your favourite search engines? Why do you like one more than others?

I predominately use Google and Yahoo when searching things on the internet. I use these because they, until recently, have been the only search engines that I was aware of. This tutorial task however, has introduced me to a wider range of search engines that are just as good, if not better, than the conventional and traditional search engines (such as Google).

Lecture Three Summary

* Media: Used is a social and cultural context (examining how technologies become media of communications)

Themes:
1. Virtual community: When people carry on public discussions to form webs of personal relationships

2. Individual identity: Experimenting by constructing and reconstructing the self- we self-fashion and self-create.

* Communications over the internet was centred on shared interests in the early days (early 90’s) however this has changed to an ego-centric social network (you become the common interest, the common thread- become networked individuals)

* Web 2.0- A new era in the web’s history (thinking in a new way) The term "Web 2.0" is commonly associated with web applications which facilitate interactive information sharing, folksonomy, interoperability, user-centered design and collaboration on the World Wide Web. Features include:

* When technology (such as web 2.0) is used in a social and cultural context= social media e.g. - web blogs, social networking websites, content sharing communities.

* Attention economy- advertising on certain websites (such as facebook) and what websites do to keep you browsing their page (facebook uses certain advertisements coinciding with people’s personal information)

* If there is a social media, where is the anti-social media (negative relationships, being connected to the people you dislike etc.)

* What role do we play on social media? Are you consumers or creators? As we can make content

Summary of lecture:
1. New media, understanding the concepts of virtual community/individual identity
2. Internet studies, understanding the idea of social media

Monday, November 23, 2009

Communications and the Internet- Tutorial 2, Part 1

This is a video of some facts surrounding communication technogies and the internet. It is a "did you know" video, making it very interesting and suprising at times. I found the statistics very informative and the content very relevant to what we are learning in this course.

Tutorial Two- Part 2

Some things to consider...

1. How long have you been using these communication technologies?

Ever since my early high school years (when I was 12 years old), making it 10 years ago, I started using MSN instant messenger to connect with friends socially. I also had my first mobile phone when I was this age to communicate with friends via calls and sms.

2. What influenced you to start using these particular technologies? How did you find out about them?

I started using these communication technologies because my friends were using them and because they were very prevalent and accepted within society, especially among the age group I was in.

3. Is privacy an issue for you when using new technologies? What do you think of companies like Facebook and Google who collect information about their users? (How do you deal with issues around privacy?)

Privacy is very important to me when using websites such as Facebook and Google. I would
never disclose certain personal information on these websites. I think caution needs to be applied when using these websites.

4. Do you have friends whom you know only from the internet and have never met in person? Is this different to people that you know in person? Describe the difference.

No, I never add a friend that I don’t know to social networking websites. I think this is risky and I try to avoid it. I think meeting someone over the internet is very different to meeting someone in person, because different social skills are required. I believe that if you are meeting someone over the internet, the requirement and practice of social skills is decreased, compared to the requirement and practice of these skills when meeting someone in person. Secondly, when you meet someone face to face, you can be certain you know the person who you are meeting (even if it is only vaguely, such as their correct gender!) however when meeting someone over the internet, a certain level of caution needs to be involved as there is no certainty that you are speaking/chatting to the person you thought you were. I think meeting someone over the internet is an accepted practise in society today because of the new level of technology (you can video conference etc.), which makes everything a little bit safer, however wariness and vigilance still need to be practised.

Lecture Two Summary

HISTORY OF COMPUTER

* What is a computer? Processing information. Comes from 1700’s when calculating mathematical equations, paid people to work out different parts of the equations- then computed the final equation. Computer: Performing mathematical equations.
* The computer has its origins from various adding machines (calculators)
* The first modern calculator: Charles Baggage (do maths, calculate problems) 1800’s
* Early 1900’s- The Turing machine. Used to crack codes of the German military (Alan Turing) Had visions of a very advanced computer- computer intelligence.
* Computers were first commercially produced by IBM in the 1950’s. First were large and expensive machines for the military, government and corporate work (they eventually got simpler, quicker and less expensive).
*Personal computers (early as the 1940’s)
*Xerox Park- early 70’s developed concepts such as the mouse, the graphical user interface and more usable for the general public.
*Apple- Steve Jobs and Steve Wozniak developed greatest home-made PC’s. Build a hardware computer and make it available to the public. To develop it further they contacted Bill gates (and so Microsoft was born).
*IBM and Microsoft- Late 70’s early 80’s. These computer manufacturers blossomed. Microsoft innervated by stealing ideas from other people.
*Other smaller operating system was also around at this time- such as UNIX.
*The computers that we use today have a long history of people and personalities that have developed throughout history.

HISTORY OF THE INTERNET

*How old is the internet? Officially born 40 years ago. First created in 1969. Did not become available to the general public until the 80’s.
* Internet and World Wide Web (www) are different, they are not the same thing (as many people may think). The internet is the whole, while the web insa small part of the whole.
*Three men became the Father of the Internet- Vince, John and Steve. In 1966- three computers were the basis for the internet; they got them to talk to each other. In 1969- Map of the internet in America was developed. Called the Arpanet (developed in the 1970’s).
*1971- Email was first developed (has stayed the same, has not changed throughout history)
*1974- TCP/IP developed- set of standards that all computers who want to be on the internet, need to follow. Made them free as other people were charging (such as Microsoft).
*Cyberspace- the way we represent technology, an imaginary world.

SUMMARY OF LECTURE

*History of internet and computers (discussed in a technological context and will later lead to examining how technologies become media of communications-social context). Understanding how computers and the internet are interrelated and have developed throughout history by different companies and individuals.

Sunday, November 22, 2009

Introduction Post- Tutorial One

Why I picked this subject?
I picked this subject to further my knowledge base surrounding the use of communications and technologies and how they entwine to become important in our everyday life.

My Experiences with communication technologies
I use the internet very regularly for email, social networking and university work. I use my mobile phone regularly for communications with friends/family/work. I am generally the last (in the global internet community) to catch on to the new crazes and phases of the internet, such as Facebook, although now I am a regular user and enjoy the opportunity to connect with old and new friends. I love downloading music from the internet and I like the ability to have information at my fingertips, literally! The internet opens a wide range of possibilities and all in all, makes life easier!

Lecture One Summary

The key ideas from today's lecture:

Understanding what communication is
*Any process that transfers, transmits or makes information known to other people.
*Definitions of communication are/have constantly updated throughout history.

Understanding what technology is
*Communication is not possible without technology!
* Technology is the scientific study of mechanical arts and the application to the world AND the knowledge base of how they are used
*Technologies are extensions of our human body, e.g.- glasses extends the ability to see
* Technology by itself is just a piece of technology but using it in a social and cultural context means it becomes a median of communication

Summary
*Understanding communication, technology and media and how they apply to our everyday life!